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Found 41868 results

  1. But there is so much more! Single Currency! Ai Missions! Custom map addons, seen nowhere else! Ranks, Status, All of the new scripts! active community! right click script options! Overloaded with vehicles! Deploy bike, motorbike, gyro! DZGS! For you to team up with your friends! No plotpoles! No build limit! One step building Insta-Trading Custom banks Custom GUI Refuel, Repair, Rearm! Towing and Heli-Lifting Better traders But there is so much more:: Come and explore! Copy and Paste information: 23.229.51.130:2402 tsny1.vilayer.com:10025 Come on down to FBC! Looking for admins, join ts if you interested.
  2. DocWolf

    What is wrong with you people?

    DayZ problem are not players. We have to be honest about that, the so-called "problem" is the lack of features and mechanics in the game. Truth be told, it's not a problem at all - it's the inevitable byproduct of DayZ being still in a damn alpha build. Players jump in half-hoping that, considering it's a "playable" alpha there will be finished contents/features, and get frustrated when they don't find any. Don't get me wrong: IMHO this game has one of the most fun playable alpha I've ever tested, and I literally love it considering it was launched as an alpha less than a year ago. But at the moment the only really fleshed out mechanic avalaible in the game is PvP, let's be honest about that. You want to "survive"? Yes: there are hunger/thirst meters but they need to be tweaked a lot more, especially considering how easy is finding food and water. Yes: there are various type of damage and fractures, but they are a trivial nuisance even to a freshspawn considering how easy is stop bleeding or fixing a fracture and the complete absence of mid/long term consequences. Yes: there is finally a weather system that influence temperature, but it's bugged. So, "surviving" is still not a feature. Can we interact with the environment, like board houses and/or mark the land in some way? No. Can we at least have a camp with persistent item storage in order to better navigate Chernarus? No. Can we travel via vehicles? No. Can we do...well, anything that is not killing people, both sane and infected? Actually, no. I know it's an alpha, and I'm not ranting. This is only an easy and intuitive answer to the question: "why everyone stay on the coast deathmatching?" - there's nothing else to do, except testing items newly introduced in game, exploring the map and testing half-completed mechanics. TLDR--> people stay on the coast because there's nothing to do outside it, and people deathmatch because PvP in the only fully implemented feature. Later in the development stage, when more features/mechanics will be completed people will do different things...or, probably, current deathmatching players will note that DayZ is not the game they were interested in and will move away.
  3. igor-vk

    When do you demand Vehicles?

    Takes them 3 months to make Rossi or MP133 to work...Not to mention persistence...I dont think we will see vehicles any time soon....
  4. Jock McScottish

    When do you demand Vehicles?

    last time I popped onto standalone the sprint was still so fast that its like riding a bike, until sprinting is slowed down and results in fatigue, thirst and hunger levels rising quickly, there really is no need for vehicles. I can just imagine the truck while its speeding up, with players outsprinting it until it hits about 30mph! And any mistakes made by the driver? The tireless sprinting players will catch up in no time. I feel the devs are feeling forced to throw in vehicles as a crowd pleaser, knowing that the SA isn't ready for it. Me being an older player in my early 40's, age has taught me to be patient. I stick to the mod, and every so often I check out the SA to see how its coming along, and IMO its coming along beautifully. I can see its being built from the bottom up, every time I play, it looks better and feels smoother on my poor little GTX 650. By testing every two months, I can see the progress being made. I suppose the point I am making is... be patient!!! I can see the foundations being built, and that's the most important thing. The zeds and rides? I am happy they are taking a back seat at the moment. Devs are looking at the bigger picture, and I for one applaud them for it.
  5. blackberrygoo

    Sandbox, "innovative" or "Undeveloped"

    Yes some people would rather be pointed in some random direction and told to kill a bunch of people but what's the point in that ? Gamers put hours into beating games to experience all of their content but when you're just grinding objectives you get incredibly bored and hardly immersed which is why mostly all console games end in mediocrity especially if there's no multiplayer . In a game like skyrim it's a large enough "open world/objective linear game"( meaning you can do many different quests or just blow it off completely and run around killing ) so that it's entertaining for longer than the average linear game , but still after weeks of playing we can still safely say "ok I've played everything in this game now" (unless you play skyrim modded of course , which is highly recommended). So to avoid this you have to do what dayz did and take your time to make it detail oriented and very much so player involved instead of story involved (with multiplayer of course !) , so that instead of whizzing through a story line we have infinite amount of fun as long as we can find something to do , and with the new features coming we will never run out of things to do .. In a game like Dayz, especially in the state it's in now which is a half complete alpha , many people miss the point in the greatness of this game : it's attention to detail and beauty but most importantly it's encounter mechanics .. In no other game will you be sporting a gun and worrying about your characters well being. In all other shooters or "survival sims" there are no intense moments that pump up your adrenaline as hard as dayz does .. Now mix that with all the features already discussed and promised like zombie hordes, barricades , construction of shelter, vehicles and vehicle repair and you have the perfect apocalypse survival sim / open world sandbox. When all of this including optimization is complete we will have an amazing atmosphere built from the very simplest of mechanics that are still not utilized by other games (no health bar, easy to die and high adrenaline fire fights due to the "perma death" mechanic of losing all loot upon death) and advanced mechanics (horticulture , working food chain of animals , locking/barricade system, construction system, vehicle repair and maintenance) that although some are in other games , they still won't match the feel of the same mechanics in dayz simply because dayz took it's time to make the gameplay so much more immersive , intense , realistic , and detailed oriented than the dayz mod or any crappy linear objective based game out there . Sandbox is the next generation of gaming , I really hope ps4 and Xbox One learn from games like dayz and start to develop ALL games for those consoles as a sandbox mmo (or at least just sandbox ) .. As long as you have a good base theme for the game (like apocalypse) and a great attention to detail to make the game as life like as possible you can have an open world objective-less game that's totally sandbox , that's something that I think the game industry (more or less) is realizing must be done to appease gamers now adays which is great because I haven't played an Xbox or playstation game in years simply because I can't do whatever I want in them ..
  6. ChainReactor

    When do you demand Vehicles?

    They will keep the ALPHA/early access yes, since you don't add content anymore during beta. So no, the 4th option isn't an option since they will implement Vehicles during alpha, because this is when they add features.
  7. kimmaz

    When do you demand Vehicles?

    Well the 4th option "when the game is released" would work? What I mean by this is when the game is sold at gamestop for $60 with no "beta/early access" strings attached to it sometime just before xmas holidays in year 2020 or something. Surely they will keep the "beta/early access" status until they make vehicles?
  8. JonySK

    When do you demand Vehicles?

    We can't demand anything. We got this game for free......wait..... no we didn't. Actually we can demand what ever we want and when we want it. The dev team can listen to the community or ignor it, it's their choice. So what kind of developers are they? Vehicles before the end of 2014 like the road map said. End of discussion.
  9. https://www.youtube.com/watch?v=Q_eUOkcwIGM IP 31.3.225.43 Port 3502Looking for groups, clans or lone wolves to help populate our server and even call it their home. Features: 40 Slot UK Based Private Server running Overpoch (Chernarus) - Veteran, crosshairs & 3rd person enabled - Active admins - Lots of vehicles and helicopters - Custom Starting Loadout - EMS/WAI Missions (adjusted to have overpoch & regular Arma 2 weapons) - Zero tolerance hacking - Custom weapons and vehicles at traders (There were over 400 duplicates that we cleared out) - Trader animations removed for faster trading - Trader zones are god mode enabled - No Plot pole required to build - Snap building pro + Vector (You can snap on to MUCH more, as well as tilt, rotate and bank all building items) - Self Bloodbag - No weight limit (Carry as much as you like) - Take clothes from dead players - Vehicle remote lock/unlock (up to 50 Meters) - Suicide with pistols - No Teamspeak? We have a group radio system (Binded to right shift) - 8 Hour restarts (Keeps loot coming and server lag free) Custom areas/revamped areas on map: BalotaBandit coast (Between Balota & Chernarus CityPrigorodkiChernarus City [East side by the big crane]NW Airfield [bandit AI]NE AirfieldSkalisty IslandZelenogorskElektrozavodkKamenka To Enter Overpoch (easiest way) You will need: TutorialDayZ Launcher: http://dayzlauncher.com/ RecommendedOr DayZ Commander: http://www.dayzcommander.com/ With either program, you will be required to download and install; DayZ Epoch 1.5.0.1 & DayZ OverWatch 0.2.5. In settings, (For DayZ Commander) You will need to enter Parameter 1 or 2. (Highlighted below in red)If you are using DayZ Launcher, You will need to click "Launch" then "Advanced" You can click each mod and add them, or add the parameters. Doing both may load each mod twice.(Depending on what your Epoch folder is called, you may want to check your Arma 2 OA folder (It can be Dayz_Epoch or DayZ_Epoch1051) > In settings of both programs, you MAY need to set the path locations for both Arma 2 and Arma 2 OA if they do not detect. Enter one of the two parameters below;1. -mod=@DayzOverwatch;@DayZ_Epoch;2. -mod=@DayzOverwatch;@DayZ_Epoch1051;(Depending on what your Epoch folder is called)Steam3.-mod=@DayZOverwatch;@DayZ_Epoch; -nointro -nosplash -connect=31.3.225.43 -port=3502 With DayZ Commander, enter 31.3.225.43:3502 into your favourite and double click the server.For DayZ Launcher, enter the IP 31.3.225.43 and Port 3502 into the server info inside Launch>Advanced, then click launch. If you have any questions, feel free to post below.
  10. I see nothing wrong with a basic RPG-7 or M72 LAW, and rocket launchers like that are actually great support weapons when used correctly. They're already going to be rare (in addition to rare ammo), heavy, and are only useful in some circumstances. Not to mention that many RPG-7s (mainly due to the rocket propelled grenades themselves) misfired or were inaccurate, and the M72 LAW is a single use weapon. Heavy machine guns are meh. If they included a Browning or DShK I wouldn't complain because finding 12.7mm ammo would be incredibly difficult, plus they're only good on vehicles. HMMWVs are just regular military vehicles with armor, and it's quite clear that the CDF had some. Tanks, APCs, and heavily armed aircraft probably won't make it in, so I don't think you need to worry about those.
  11. Cap'n (DayZ)

    When do you demand Vehicles?

    You can't "demand" anything. Surprise! Bohemia doesn't have to fill your every whim, or else the game is a scam. /rant Anyways, I'd like to see basic implementation sometime near the start or midway through beta. Before beta would be amazing, but they still have to code and animate the V3S (even though they mentioned having A2 vehicles working with new physics system). Maybe we'll be getting it earlier than expected?
  12. rapid12

    When do you demand Vehicles?

    Vehicles should have been in from the start in my opinion, and if that meant them not releasing the buggy sack of shit that the 'game' is, last Christmas, then so be it. At least it would've saved all those hundreds of thousands of players £20 each and all the wasted time spent realising that it's a buggy sack of shit.
  13. Over the last week core members of the development team have been focused on investigating, and addressing server and client crash issues introduced with 0.49. These include issues with the processing of persistent objects on server initialization, player rag dolls, and the clean up of trash (expired) objects. In addition, the programming team continued their work on addressing exploits related to rapid player position updates. (Sliding/Teleporting) As these updates make their way to stable branch we are also working with our game server providers to put the finishing touches on the systems needed to properly support the renting of private shards of the central DayZ hive. As mentioned in previous status reports, this option will continue the initiative to progressively increase the customization options allowed to server operators and communities, while still protecting the core vision of DayZ. This tied with our continued collaboration with these game server partners to analyze and track data related to the optimum software/hardware configuration for DayZ server instances should allow us over the next month to greatly improve the play experience on all DayZ stable branch servers. Throughout this process we will endeavor to share data and statistics related to this whenever possible in our weekly status reports. Those experiencing issues with respawning, or spawning into (any) servers should also head over to the official DayZ forums and read the information contained in this post. Anyone still having issues is strongly encouraged to reply to said post, so we can continue investigating the root cause of the issue. - Brian Hicks / Producer Peter / Lead Designer "Weather impact on the player character is still being worked on and body temperature is now dependent upon character movement. Drowning characters also received some attention and is now working like you would expect. There is also a new waterproof bag, so anyone who happens to find your soaked dead body will be able to use your dry things. There are two traps ready to be released shortly - snare trap for small game as I already mentioned and one used for catching small fish. Apart from that we are refining design for barricading and vehicles. Some nasty bugs which were affecting gameplay were fixed, such as the lack of ability to be in both restrained and unconsciousness state at the same time or endless usage of consumable/food/drink items. By the way if you missed live stream of Brian, Chris and I playing DayZ head over to our twitch.tv channel and check it out... see you in Chernarus folks! " Chris / Lead Artist "Much of what I wrote about last week is still WIP and there isn't a whole lot of new stuff to talk about right now. The prison uniform and medical scrubs are almost ready, as well as the first item of woman's clothing - 3/4 length pants. The art and design teams have agreed on a series of sketches related to the creation of leather craftable clothes so work on the models is underway there. We decided to make a command variant of the V3S and work continues on the vehicle parts. A hermit zombie was completed and I think the first time you see him coming at you, its going to be good for a scare. We're also working on a lock picking kit related to the barricading feature Peter discussed during the Friday dev stream last week. Also, a new large, military tent is WIP which you will be able to persistently store your gear in." Viktor / Lead Animator "Last month we added new zombie run variations. Now we've started to focus on other areas. After going through many already mocaped animations we were still missing some important moves we want to improve the zombies with. To be more specific I'm talking about zombie attacks and hit reactions. The mocap session happened on tuesday and we have mocaped some awesome attacks and reactions for zombies. I truly can't wait to see it in game. This will be our immediate goal. At the same time we have started changing pistol moves a bit. Although it will take some time to have it fully polished there is a new pistol lowered pose and moves for standing, crouched and proned player. And one more thing... it's one handed! The MP133 reload animations have been finished, however there are some minor issues we need to fix. And as usual we are looking into bugs. Last week many minor issues in the animation graph were fixed." Standup Notes for the week of 22 Sept 14 (Note: Standup notes are not a change log - they are a quick high level look at tasks the teams worked on throughout this week) Art: Prototyping procedural color changing for weaponsPolishing bush rag and 3D camo for weaponsV3S Command Vehicle variantNew fishing related itemsLock Picking kit55 gal drum for dying leatherNEAF modelsVarious car partsMedical ScrubsWoman's clothingSteyr AUGOld man ZombiePrison UniformLarge military tentNew outdoor (picnic) table​Bugfixing environment modelsAnimation: Player animation graph bugfixing Rifle raised walk MP133 reload animations polishing Zombie MoCap Processing Lowered one handed Pistol Animations Design:Bugfixing (restrain issues, endless usage of items etc.) Configs and scripts for new items Traps for small game and fishes Drowning playerWeather impact implementation Vehicles and their parts design and implementation Horticulture implementation Barricading design and implementation ​String tables Programming:Client and server crash fixesDoor reimplementation (bugfixing)Security on player location updatesPlayer respawn/connecting fixesTents positioningNew basic zombie behaviorSound-over-network enhancements & optimizationServer fps optimizationsSupport for better weapon animations
  14. blunce

    When do you demand Vehicles?

    I don't "demand" anything. Who do I think I am?! :huh: I'd like to see vehicles when the'yre ready.
  15. Evil Minion

    Deeper character creation

    Maybe - though it might have more effect on players who do not KoS in the first place. However, recognition would also extend to corpses with all the implications. Thats actually a pretty stupid argument. You could just hide any feature that might clip (hair, ears nose) when it makes sense (e.g. a ponytail does not show when wearing a helmet). While it might be cool to have any face or head shaping your headwear (especially things like Face Masks or Balaclavas) slightly different it will probably never happen - which is fine. For body types (which includes different heights) its a little more involved as clothing has to be remodeled - but here you don't need to add many. Leave this to the faces. I think having a wide variety of faces is just as important as having vehicles or base building.
  16. Bad Company

    When do you demand Vehicles?

    I want vehicles to be added when the developers feel that they are ready and willing to do so
  17. umm_me

    When do you demand Vehicles?

    I truly and deeply couldnt care less about vehicles... but I think it was Dean Hall that said in a recent conference that vehicles would be experimental "soon" and he expects them to break everything and get removed and readded many times before going live.
  18. ChainReactor

    When do you demand Vehicles?

    I can imagine that either barricading or vehicles would be a nice little christmas gift for the community. I really don't expect it earlier. And if it comes out later, no problem at all. As most of us, I am looking forward to vehicles as well, but actually i don't care much about it. I am certainly NOT looking forward for the first implementation of vehicles on Experimental, because Exp will be overrun with people that expect everything being polished, which will lead to massive ammounts of whining threads here on the forum that "shit is broken, devs fix it ASAP!!!!", so I'm totally fine with them taking the time they need. Hopefully i can play Experimental the way it used to be before soon again, with people actually searching for new stuff and testing it out together.
  19. I personally could care less about what uber-weapons are going to make it into the final cut. Because if they are all as rare and hard to find as the M4, it doesn't make that much of a difference to me. What I do care about, though, is the balancing and tweaking. I find it so pointless that you will find a dozen CZ527 but hardly a mag find a dozen Sporter .22 but for a mag you need to head to NWAF find dozens of pistols but never a mag (apart from Makarov for some reason) => making the SKS and Mosin still the best guns in the game until you find something better. I like the idea of military-grade weapons being harder to find, but being able to contend with people wielding them through tactics and higher numbers. But that is impossible if all you're carrying is a Sporter .22 with a singleroundin the chamber, or a CZ527 with a single roundin the chamber, or a M1911 with a round in the chamber etc. Either make the mags more common to find or make the non-military rifles and pistols spawn with one magazine in them. --------- ------------------ ------------------ ------------------ ------------------ --------- And the game does not need heavy machine guns and RPGs in my opinion, since the one thing you'd need them for is heavy vehicles. But since hopefully we won't be getting attack choppers, APCs, humvees and tanks, but only small vehicles and trucks, LMGs, sniper rifles and grenade launchers ought to be sufficient. Anyone carrying a G3 or AKM should be able to damage a truck. Anybody insane enough to carry an MG3 or PKM, on the other hand, will be able to destroy a truck. A well aimed shot with the sniper rifle will take out a driver. I'm generally for the less military hardware, the better the game will be.
  20. gibonez

    When do you demand Vehicles?

    Whenever they have time for it. Vehicles will play such a minor role in the finished game that I really wish they would focus on other things first and leave vehicles as one of the final things to polish up.
  21. stielhandgranate

    When do you demand Vehicles?

    I want them as soon as they can enter it. The only negative I see is people will see how small the map really is. The thing is now we have hazards such as weather that can only be circumvented by vehicles or staying put.
  22. Mos1ey

    When do you demand Vehicles?

    I'm definitely looking forward to the addition of vehicles but I'd rather they took their time and made sure that we got a better overall vehicle system than that of the Arma 2 mod. I'm interested to see if we'll be able to upgrade vehicles to be more zombie resistant later in development...
  23. RagedDrew

    When do you demand Vehicles?

    I demand that we get vehicles when they are ready and not before.
  24. Server hopping won't be stopped since Dean wants us to go to go to different servers and fight over parts for vehicles and what not then take them back to our home servers. I believe he said something about wanting some sort of buffer zone where if you try to log into a place where theres barricade you will be teleported out of the buffer zone or something along those lines which I would be fine with.
  25. So I haven't played since last October... bought a house, cars, got a gf (though she supports my gaming during the week haha)... so I just hadn't been able to game much at all and to be honest my short break from DayZ just sort of turned into a long term break up almost lol. I was excited to get back into the SA and I've been through the mod since almost day one. Game seems to really be making progress and I watched a few videos of where the game is heading (can't wait for vehicles soon!!). The last few nights I've tried getting back into the game, I've noticed a few things however that have me perplexed. I've been searching a lot and even with quotes I seem to be out of luck with reliable search results. It'll pull up tons of random threads not related at all even filtering the forum sections. Zombie Bodies: When I kill a zed (which thankfully don't seem to be glitching through walls or super zombies anymore lol), the new 'rag doll' thing must be buggy. Immediately following its death (redeath? :rolleyes: ) the body just slides downhill. Then its not even lootable (not that I find anything on bodies anymore..haven't yet). Is this a major known issue with the bodies sliding down? **Side Note: these suckers can still see you 100's (yes many) yards away in the day light. I've literally seen a zed get agroed across a city/field. But at least at night they appear to be almost completely blind and deaf cause Ive walked nearly INTO one even with a flashlight, and they don't seem to care. Even flares don't seem to really attract them. And they seem to rarely even follow you into a building or open doors if you shut it behind yourself. Fireplaces/Camp fires: I have chopped wood and picked up the wood/sticks. I have matches. But having either does not give me the option to create/build a fire. Do I need more materials like rocks or something? *Suggestion: I would love to be able to utilize the stoves and fireplaces in buildings by adding wood/match. Since body temperature is such a big thing now, I see one in almost every building. It doesn't really make sense to not be able to stay dry (lots of rain I'm noticing....) and make a fire. I'm guessing they may implement this some day. Looting: I will be on a server with little to no players. Ill hit up a new town and almost every building or shack has little to no loot. Then I may hit a few things here and there, but places like the grocery store or apt's have no valuable items like compasses, clothes, etc. Just tons and tons of sodas. Even after a restart, I'll be the only player on. When I leave a city for a 100m or so and come back just to verify, many places still have zilch to loot. 3rd Person: personally, I love 3rd person. I know its not as realistic, but I enjoy seeing the character plus I have a tendency to pan a lot while running or moving about. I've noticed if I have a weapon in my hand (any type), and put it away using the same number (like 1 for rifle, hitting 1 again to put it away) my guys hands go up like hes trying to fight or in a defense mode. Its VERY annoying because he wont put them away unless I stand still for like 30+ second. He's basically 'raising' his melee/hands but I cant get them to go back down without changing menus or messing around and it'll randomly go back to normal stance (or as stated, I just stand there and he seems to relax a minute or less later). Journal: there was an option before (mod) to have a journal. Right now you hit "J" and it opens up the screen but theres literally no interaction or anything to do. Since I don't see the zed count, blood level, etc that the screen used to show in the HUD, I'd like to track things in my Journal. Is this not an enabled/functional feature at this time despite the controls showing 'J' for Journal? If someone has a link to any or all of these I'd be happy to read through the known issues/discussions. I know the hypo/hyper temperature thing is broken right now. I am excited to hear that vehicles are coming (Ive passed up a few parts since I know they're useless right now lol). But just to play a little more normal right now I thought I'd get these things out of my system as I am basically a 'new' player all over again.
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